#ifndef _PLAYER_STATE_ATTACK_AIR_H_
#define _PLAYER_STATE_ATTACK_AIR_H_

#include "PlayerState.h"
#include "SFML\Audio.hpp"

class ZeroAttack;
class EntityManager;
class PlayerStateAttackAir : public PlayerState
{
public:
	PlayerStateAttackAir(Player* player, sf::Sound*, EntityManager*);
	~PlayerStateAttackAir(void);

	int update();
	void activate();
	void deactivate();
	char* ID() { return "Air Attack"; }

private:
	sf::Sound* _attackSFX;
	EntityManager* _entityManager;
	ZeroAttack* _za;
};

#endif // _PLAYER_STATE_ATTACK_AIR_H_